Results for spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3x4-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.262367963791
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3x4-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3x4-float.vert: 0(18) : error C1307: non constant expression for array size
  • 0(19) : error C1307: non constant expression for array size
  • 0(20) : error C1307: non constant expression for array size
  • 0(21) : error C1307: non constant expression for array size
  • 0(22) : error C1307: non constant expression for array size
  • 0(23) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-mult-mat3x4-float.vert: 0(18) : error C1307: non constant expression for array size
0(19) : error C1307: non constant expression for array size
0(20) : error C1307: non constant expression for array size
0(21) : error C1307: non constant expression for array size
0(22) : error C1307: non constant expression for array size
0(23) : error C1307: non constant expression for array size



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * (mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.0) => mat3x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * -1.33) => mat3x4(-1.8886, -2.3940001, 2.5004001, -1.8221, 1.1438, 2.3142002, 0.49210003, -2.527, -0.35910001, -0.053199999, -0.57190001, -0.9443)
 * (mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.85000002) => mat3x4(1.207, 1.53, -1.598, 1.1645, -0.73100001, -1.4790001, -0.3145, 1.615, 0.22950001, 0.034000002, 0.3655, 0.60350001)
 * (mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.0) => mat3x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 * (mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * -1.33) => mat3x4(2.2876, 0.41230002, -0.18620001, -0.53200001, -0.11970001, 2.1014001, -0.23940001, 1.0241001, -0.59850001, -2.5536001, 0.74480003, -2.3408)
 * (mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.85000002) => mat3x4(-1.462, -0.26350001, 0.119, 0.34, 0.076500006, -1.3430001, 0.15300001, -0.65450001, 0.38249999, 1.632, -0.47600001, 1.4960001)
 */
#version 120

void main()
{
  float[pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.0)[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.0)[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.0)[2], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array0;
  float[pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * -1.33)[0], vec4(-1.8886, -2.3940001, 2.5004001, -1.8221)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * -1.33)[1], vec4(1.1438, 2.3142002, 0.49210003, -2.527)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * -1.33)[2], vec4(-0.35910001, -0.053199999, -0.57190001, -0.9443)), 2) <= 3.3512344e-09 ? 1 : -1] array1;
  float[pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.85000002)[0], vec4(1.207, 1.53, -1.598, 1.1645)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.85000002)[1], vec4(-0.73100001, -1.4790001, -0.3145, 1.615)), 2) + pow(distance((mat3x4(1.42, 1.8, -1.88, 1.37, -0.86000001, -1.74, -0.37, 1.9, 0.27000001, 0.039999999, 0.43000001, 0.70999998) * 0.85000002)[2], vec4(0.22950001, 0.034000002, 0.3655, 0.60350001)), 2) <= 1.368798e-09 ? 1 : -1] array2;
  float[pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.0)[0], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.0)[1], vec4(0.0, 0.0, 0.0, 0.0)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.0)[2], vec4(0.0, 0.0, 0.0, 0.0)), 2) <= 0.0 ? 1 : -1] array3;
  float[pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * -1.33)[0], vec4(2.2876, 0.41230002, -0.18620001, -0.53200001)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * -1.33)[1], vec4(-0.11970001, 2.1014001, -0.23940001, 1.0241001)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * -1.33)[2], vec4(-0.59850001, -2.5536001, 0.74480003, -2.3408)), 2) <= 2.4170255e-09 ? 1 : -1] array4;
  float[pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.85000002)[0], vec4(-1.462, -0.26350001, 0.119, 0.34)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.85000002)[1], vec4(0.076500006, -1.3430001, 0.15300001, -0.65450001)), 2) + pow(distance((mat3x4(-1.72, -0.31, 0.14, 0.40000001, 0.090000004, -1.58, 0.18000001, -0.76999998, 0.44999999, 1.92, -0.56, 1.76) * 0.85000002)[2], vec4(0.38249999, 1.632, -0.47600001, 1.4960001)), 2) <= 9.8722397e-10 ? 1 : -1] array5;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length());
}

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